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Messages - erdrik

#31
Quote from: vampiresoap on September 13, 2018, 07:36:33 PM
Everything is still under crafting skill though, right?
It would seem so, yes.
#32
umm... Aren't they already?

EDIT:
After a quick check:
Clothes skill is - Crafting
Clothes work speed is - Tailoring

Armor skill is - Crafting
Armor work speed is - Smithing

Im actually ok with this as I would place both Smithing and Tailoring as a sub category of Crafting.
#33
Ideas / Re: Expand More on Water
September 12, 2018, 08:15:21 PM
Quote from: Dakka on September 12, 2018, 06:13:38 PM
...
Rain Now: Not really an inconvenience, just messes with electrical equipment and makes certain people happy.
...

I am all for improving/ adding water based interactions.
But just FYI, Rain gives pawns walking in it the "Soaking Wet" negative mood thought, so it will contribute to making colonists unhappy.
#34
Ideas / Re: Power Information is Lacking - EVERYWHERE!!
September 10, 2018, 08:11:42 PM
Quote from: scorlew on September 10, 2018, 02:59:22 PM
Uhhm, the OP was about the wiki.  Can't we fix that ourselves?

Op stated he gets good info from the wiki, but made this suggestion specifically for "making the game easier to play".

Quote from: Engineer_Joe on September 09, 2018, 04:50:07 PM
... I point this out for the sake of making the game easier to play ... I find the information/stats relating to power to be very lacking. The info tab tells me how flammable a wood fired generator is, and that it weighs 1.00 kg, but it doesn't tell me how many kWh it can produce...
#35
Ideas / Re: Power Information is Lacking - EVERYWHERE!!
September 09, 2018, 09:17:54 PM
+1
Im also interested in more detail in what power related information is available for built buildings.
I would love to see a power source display the total drain on the network and total power available. Currently it just shows the "excess" and total stored in batteries. Id rather not have to math my way through to find them.
#36
General Discussion / Re: Weird Skill Thingy
September 09, 2018, 02:44:17 PM
Hunting is a combination of shooting and animal handling.
The passion indicator in the work tab is an indicator of the animal passion for that character.

#37
+1
Im all for anything that gives finer control over colonist choosing clothing based on assignments.
#38
Ideas / Re: solar powered lamps
September 08, 2018, 09:08:09 PM
Id rather just have a solar switch, with an inverter toggle.
That way you could make one indoors too, and control if it is a daytime or nighttime lamp.
#39
Ideas / Re: Load Mods after choosing save?
September 08, 2018, 01:21:48 PM
You can manually untick mods in the main menu (just below the options button), but it requires a restart.

You can start a vanilla game, and save it.
Then restart the game with mods, load the vanilla save, then save it as the "modded save".

Its a bit round-about but gets the results you want.

EDIT:
If what it is you want, is for the save to continuously have a vanilla version every time you save the game; I don't think that will happen as I don't think it is feasible to track every change any mod could possibly add and safely undo it.
#40
Ideas / Re: R-Click Commands Overwride Allowed Areas
September 08, 2018, 01:10:24 PM
+1
#41
General Discussion / Re: crappy cooling
September 06, 2018, 09:13:14 PM
Quote from: Lowkey1987 on September 06, 2018, 08:49:47 AM
Can you show a screenshot of your setup?
This ^

Other posts are probably right, but the quickest way to the most accurate solution is to show the actual set up, showing as much of the related displayed in game info as possible.
#42
Quote from: vzoxz0 on September 04, 2018, 01:24:27 PM
...
More people will buy it at the current price, and they will have an easier time convincing their friends to buy your game. Would you rather have 50 000 people buying the game at $40 or 66 000 people buying it at $30?
...

I get what you are trying to say but your argument doesn't help.
50k * 40 = 2000k
66k * 30 = 1980k

Clearly the incentive would be the higher price...
I get that you provided "arbitrary numbers of sales" and the point is that more sales = more profit; but if you want your argument to hold weight it is usually a good idea that you, at the very least, present it in a manner that doesn't show a reason to move in the exact opposite of what you are trying to say.
#43
Quote from: vampiresoap on September 02, 2018, 02:30:23 PM
... and movement only affects the dodge chance.
Don't discount movement speed.
Kiting, falling back/retreating, Baiting and getting into position are also important combat related tactics that general movement speed has an effect on.
#44
Hmmm, interesting. It says Manipulation doesn't effect melee accuracy.
But it also hasn't been updated since March of 2017.
Now that I think about it, I seem to recall something about Scyther Blades and how they became less effective in the event of poor Manipulation. But I don't recall what the result of that was...
#45
Quote from: vampiresoap on September 02, 2018, 10:40:32 AM
...
I thought bionic arms would be the obvious answer, but if you are holding a range weapon, do your bionic arms become useless?
...
Whether a ranged or melee weapon, Manipulation effects the Pawn's ability to use the weapon.
It may not increase the damage potential of a ranged weapon, but it will increase the accuracy/chance to hit(including vitals) which will increase the odds that any given attack will land on the upper levels of a given weapon's damage potential.
Basically, More accuracy = chance for higher damage output due to hitting "criticals" (hitting the brain for example)

Off the top of my head, in terms of attack effectiveness the single most important attributes to worry about for any type of combat are:
(in no particular order)
Consciousness, Manipulation, Movement, Sight

AFAIK, Only Consciousness can't be enhanced. The goal is to prevent reductions.